Zealots are fanatical in their pursuit to fight evils and undeads. Zealot is not only about a religion, it is a way of living. Monk can use this style to fight her enemies. Her fanatical way allow her to unleash a spell with each strike against evil enemies, making even bigger impact on the wicked! The zealot also stands firmer against the wicked, gaining an armor boost against evil and a second one against undead, so anything that is both finds her that much harder to hit. You cannot wield any weapon, hold anything, or wear anything on your body, legs or arms, if you want to use a style.
Dependencies:Zealots focus to fight evil enemies and undead. This allows them to increase damage done by their melee attacks by up to 20% to evil and undead . Evil undead are affected by both increases.
Dependencies: zealot + advanced no rest for the wickedZealots are fanatics and do not let anything to stop them. They don't believe in luck and curses are just something they need to overcome. This causes Zealot lesser chance to fail if they are affected by such affect, provided this skill itself overcomes the curse. It also has chance to remove cursing effects over time.
Dependencies: improved zealot + advanced shield of fanaticZealots not just do more damage against undead and evil enemies. They also take less damage from them. Decrease damage from evils and undead by 10% (up to 20% if enemy is both).
Dependencies: extended zealot + advanced fanatic to the endZealots no longer trigger dispel evil with their attack as it is way too weak. They now unleash a much powerful spell, holy word, with each strike.
Dependencies: enhanced zealot + advanced hands of faithZealots have not forgotten their faith. Zealot damage done increases with damroll.
Dependencies: advanced zealot + eternal holy war + divine undead slayer + advanced fanatic mind + chained turn wicked + advanced word of faith + advanced raw faith + advanced spoken faithZealots hunt. With wickedslayer the monk turns every scrap of her faith outward onto the wicked -- anything evil, and anything that should have stayed dead -- and keeps none of it back for mending. While the hunt is up she deals 3% more damage to evil enemies and 3% more to undead ones. As always, anything that is both suffers from both sides. The hunt is what makes the rest of her wicked skills work: no life, no pain, no mercy and no future for the wicked all lie dormant until it is active. The cost is her healing. Every heal she casts lands at half strength for as long as she hunts -- her own wounds and her groupmates' alike, whatever she is healing with. The hunt lasts until she calls it off.
Dependencies: zealotIncrease damage to both undead and evil enemies by additional 3%.
Dependencies: no rest for the wickedIncrease damage to both undead and evil enemies by additional 3%.
Dependencies: improved no rest for the wickedIncrease damage to both undead and evil enemies by additional 3%.
Dependencies: extended no rest for the wickedIncrease damage to both undead and evil enemies by additional 3%.
Dependencies: enhanced no rest for the wickedThe hunt hardens the zealot against those she hunts. Damage taken from evil enemies is reduced by 3%, and damage from undead by a further 3%, so an enemy that is both is resisted twice over. Note that the tiers of this skill add together before they are applied, so five ranks against something both evil and undead come to a flat 30% off rather than being multiplied out one after another. This works only while the hunt is up -- see 'help wickedslayer'.
Dependencies: advanced no rest for the wickedAdditional 3% reduction against the wicked.
Dependencies: no pain from the wickedAdditional 3% reduction against the wicked.
Dependencies: improved no pain from the wickedAdditional 3% reduction against the wicked.
Dependencies: extended no pain from the wickedAdditional 3% reduction against the wicked.
Dependencies: enhanced no pain from the wickedCombines effect of detect undead and detect alignment and detect poison.
Dependencies: improved zealotAdditionally provides sense life.
Dependencies: eye of fanaticAdditionally provides detect invisiblity.
Dependencies: improved eye of fanaticAdditionally provides infravision.
Dependencies: extended eye of fanaticAdditionally provides enahnced senses.
Dependencies: enhanced eye of fanaticWhere a sermon merely occupies a monster's mind, a powersermon fills the room. The zealot preaches with such force that almost nothing can hold on to its own hostility while she speaks. Against a mob that has already noticed her, or that scans the area hunting for her, the sermon holds 95% of the time. A mob that would fly at anyone stepping through the door is stopped 99% of the time. And unlike a plain sermon, a powersermon reaches even a monster nursing a grudge, quieting a remembered grievance 95% of the time. Powersermon accumulates: preaching again lengthens the sermon rather than starting it over. Casting it over a running sermon powers that sermon up. As with sermon, it may be preached over herself or at a monster, but not at another player.
Dependencies: improved zealotThe zealot's voice bites hardest on the wicked. While a powersermon is running, anything evil is stopped 99% of the time, whichever way it was going to come at her -- across the room, from across the zone, through the doorway, or out of an old grudge.
Dependencies: powersermonThe same mastery, turned on the restless dead. While a powersermon is running, undead are stopped 99% of the time, by whichever route they meant to reach her.
Dependencies: improved powersermonThe sermon becomes near absolute. Normal enemies, which are evil and undead do not act on their hostility at all while the zealot is preaching not on sight, not at distance, not on entering, and they dare not to hunt. Some cases may still slip through, but they are rare and special.
Dependencies: extended powersermonThe zealot's breath and conviction hold out three times as long: a powersermon lasts triple its normal duration.
Dependencies: enhanced powersermonThe hunt is told in spells as readily as in fists. Spell damage done is increased by 4% against evil enemies and by 4% against undead ones, so anything that is both suffers from both sides. This works only while the hunt is up -- see 'help wickedslayer'.
Dependencies: advanced no pain from the wickedAdditional 4% spell damage against the wicked.
Dependencies: no life for the wickedAdditional 4% spell damage against the wicked.
Dependencies: improved no life for the wickedAdditional 4% spell damage against the wicked.
Dependencies: extended no life for the wickedAdditional 4% spell damage against the wicked.
Dependencies: enhanced no life for the wickedPierce hidden movement of evil and undead creatures. No more surprises from the wicked.
Dependencies: advanced eye of fanaticThe wicked find no mercy. Against evil and undead enemies there is a 10% chance that the zealot's spell tears straight through the trick that would have turned it aside -- blinking, space distortion, magic mirror, bouncing shell or phasing. Divine protection is beyond her: that shield answers to a higher authority than her fanaticism, and it turns her spells aside like anyone else's. This works only while the hunt is up -- see 'help wickedslayer'.
Dependencies: advanced no life for the wickedAdditional 10% chance to tear through the wicked's defences.
Dependencies: no mercy for the wickedAdditional 10% chance to tear through the wicked's defences.
Dependencies: improved no mercy for the wickedAdditional 10% chance to tear through the wicked's defences.
Dependencies: extended no mercy for the wickedAdditional 10% chance to tear through the wicked's defences.
Dependencies: enhanced no mercy for the wickedUndead and evil creatures will not be granted another chance, should they have the ability, when the zealot strikes them down. The way back closes against them. This works only while the hunt is up -- see 'help wickedslayer'.
Dependencies: advanced no mercy for the wickedUndead and evil creatures will never be given new life either, when the zealot is the one who struck them down. This works only while the hunt is up -- see 'help wickedslayer'.
Dependencies: no future for the wickedWhen striking at an enemy that is evil or undead, the zealot counts her hitroll as being higher than it truly is, making them easier to land a blow upon. Enemies that are both evil and undead trigger the bonus from both properties. This works only while the hunt is up -- see 'help wickedslayer'.
Dependencies: improved no future for the wickedUndead and evil creatures come to fear the zealot, and fear sends their blows wide. Their hitroll counts as lower when they attack her. Enemies who are both evil and undead suffer the effect twice. This works only while the hunt is up -- see 'help wickedslayer'.
Dependencies: extended no future for the wickedThe wicked have truly no future when fighting the zealot. They suffer increased damage depending on how wounded they already are -- nothing extra while unhurt, rising to 10% when they are almost gone. Enemies that are both undead and evil suffer the effect twice. This works only while the hunt is up -- see 'help wickedslayer'.
Dependencies: enhanced no future for the wickedZealots are feared by those who do not believe. Their influence is so strong that when they are about to become a martyr, their sacrifice moves the heart of their enemy and triggers a forced conversion deep in the enemy's heart, below its consciousness. A converted enemy succumbs to an internal struggle and no longer fights at full power. With harbinger the zealot enters this mode and stays in it until she calls it off. While it is up, whoever she fights is attempted to be converted once they fall to the conversion threshold. The attempt is a test of her skill, repeated on later blows if it fails. A converted enemy takes 5% more damage from every source until the fight ends, and the conversion works with the rest of the branch: an attacker who is hunting the wicked deals 5% more again, and one in holy war 5% more again. Being a harbinger has its price. Death dance and song of death hurt her half again as much -- and in a group song, the whole group with her.
Dependencies: extended zealotThe enemy is converted at 30% of its hitpoints.
Dependencies: harbinger of faithThe enemy is converted at 40% of its hitpoints.
Dependencies: improved harbinger of faithThe side effects are reduced: death dance and song of death hurt the harbinger only a quarter more rather than half, and her group in a group song likewise.
Dependencies: extended harbinger of faithThe converted enemy also deals 5% less damage -- 5% less again to a defender who is hunting the wicked, and 5% less again to one in holy war.
Dependencies: enhanced harbinger of faithZealots refuse to accept death as something that can stop them. They know they will be rewarded for their deeds, which makes their will all but unbreakable -- and it makes them hard to kill. A zealot is much harder to scare away from a fight, and every blow the wicked land on her is dulled by her fanaticism: half a percent less for each skill of this family she knows, with exactly what she does not suffer flowing back to her as mana. Evil and undead are rolled separately, so an evil undead enemy is resisted twice over -- its blows, and, while she is fighting it, its attempts to scare her.
Dependencies: advanced harbinger of faithDespite their faith and beliefs, death can come. Zealots however refuse to succumb to its call without having their last call heard: when the zealot dies, the one she holds in her spiritual link is restored to full hitpoints outright. It is not a heal, so nothing that scales healing touches it.
Dependencies: fanatic to the endA zealot's death tears her spiritual link, and the torn link leaves the one she was linked to another chance -- given, or restored if they already hold one.
Dependencies: improved fanatic to the endWhen a zealot dies, her righteous fury passes through the spiritual link: for a short while the one she was linked to deals more damage and takes less.
Dependencies: extended fanatic to the endThe zealot's death gives another chance to every groupmate who witnesses it -- those in the room with her. One who already holds another chance keeps it, with its duration restored.
Dependencies: enhanced fanatic to the endZealot can also bring masses together. Zealotry is group enchant, which causes several effects if one of party members dies. If the party member dies before their own eyes, each member witnessing this gets a buff called an Righteous Anger. It increase drastically maxhit, maxmana and armor for one round. Should more party members die, the righteous anger lasts one extra round for each dying party member.
Dependencies: advanced fanatic to the endHoly Group, Crusaders and Holy Light no longer drops once any group member dies. It instead refresh their duration to full.
Dependencies: zealotryRighteous Anger now last 2 combat rounds per death.
Dependencies: improved zealotryRighteous Anger buff also increases hitroll and damroll.
Dependencies: extended zealotryRestore some health and mana once the group member die.
Dependencies: enhanced zealotryZealots can hit multiple enemies with Hands of Faith. Hands of faith also build up a surge which allows the zealot to hit all enemies with melee attacks as long as surge lasts.
Dependencies: enhanced zealotReduce slightly delay after Hands of Faith.
Dependencies: hands of faithThe surge now last two combat rounds.
Dependencies: improved hands of faithReduce move cost of your melee attacks.
Dependencies: extended hands of faithSurge now builds up when zealot uses Hands of Faith while she already has a surge. This way she can build up longer-lasting surge and then do something else while the surge lasts.
Dependencies: enhanced hands of faithFanatic Mind is slightly improved version of combat mind, except it has two additional effects: it further increase Zealot mind resist and while the Zealot has this enchant, there is a chance over time that negative mind-affecting effects will be spontaneously dispelled.
Dependencies: advanced zealotryIncreases the chance of spontaneous dispel of mind-affecting negative enchants, making them disappear faster.
Dependencies: fanatic mindIs much harder to get dispelled.
Dependencies: improved fanatic mindAlso grows with Zealot level.
Dependencies: extended fanatic mindChance to cleanse mind affecting debuff is even bigger.
Dependencies: enhanced fanatic mindZealots are strong willed and do not stop at anything. They can declare a holy war during fight, causing whole group to take drastic measures during the fight. During holy war, you cannot retreat, recall, seek a shelter, declare peace or be summoned away. You fight until the end. You kill or get killed. Holy War increase number of attacks by 1 for all affected.
Dependencies: advanced hands of faithManacost to 300 and shorter delay.
Dependencies: holy warAfter winning Holy War, gain massive regeneration to move.
Dependencies: improved holy warAfter winning Holy War, gain massive regeneration to mana.
Dependencies: extended holy warAfter winning Holy War, gain massive regeneration to health.
Dependencies: enhanced holy warYou don't die at 0% during Holy War, not even at -10% as many can keep spirit bonded to the body. During Holy War you die at -20% and for enemy it seem as you have 10% more health than you currently have, making it harder to finish you off. But that is not all. If enemy is evil or undead, the others will fear your ongoing crusade, making other "friends" ignore pleads for help.
Dependencies: advanced holy warA zealot's touch already unleashes dispel evil and holy word upon the undead. But zealots are harbingers of faith: the wicked should fear them, and when they speak, they speak words empowered by the gods. Spoken faith and all of its upgrades apply only to spells the zealot casts herself, with an explicit cast -- never to a flash from equipment, to an item's special effect, or to a spell triggered by her fighting style. When she casts armor of faith it also grants resistance to fire, cold and acid. This is mutually exclusive with divine resistance and with the fire, cold and acid resistance spells -- armor of faith always overrides them.
Dependencies: divine holy wordWhen the monk prays, the prayer bestows a divine boon upon her as well, in the form of a buff.
Dependencies: spoken faithA successful turn undead or turn wicked bestows a random bless upon one of the zealot's items; an item that is already blessed has its bless restored to full duration instead. It is a reward from the gods for a lifelong hunt of the wicked. The bless lasts for her effective level.
Dependencies: improved spoken faithCall god is empowered: it also grants additional dexterity, and for as long as the empowered call god lasts, each enemy the zealot fights has a 5% chance of having its armor reversed -- an armor that is already positive is never reversed. Against an enemy that is evil and undead the chance is doubled.
Dependencies: extended spoken faithHoly word and dispel evil cause massive damage. The bonus is doubled if the enemy is undead and evil, tripled if it is also the zealot's absolute enemy as absolute wicked slayer defines it, and quadrupled if the monk is at maximum alignment. Fear the faith, wicked ones!
Dependencies: enhanced spoken faithZealots are not martyrs. They shed blood, bleed heavily, risk their lives and many times die fighting the wicked. What drives them, and what carries them through the hardest foes? Pure faith. They fight on when the odds are stacked against them, at the edge of death or crippled to the bone, because it is their lifelong purpose -- and the gods reward their followers by making them tougher exactly when the odds are against them. When evil or undead lay a debuff on her, whether by skill or by spell, its strength is reduced by 25%. Other side effects are untouched: an unlucky opponent still makes her unlucky, only the loss of dexterity it inflicts is lessened.
Dependencies: advanced holy war + advanced fanatic mindA further 25% reduction.
Dependencies: raw faithThe success of this skill is rolled twice, and the better roll wins.
Dependencies: improved raw faithA further 25% reduction.
Dependencies: extended raw faithWhen the debuff comes from an enemy that is both evil and undead, the effect is reversed to 25% of its original value in the zealot's favour: an enemy that would have cost her 400 armor instead leaves her 100 armor better off.
Dependencies: enhanced raw faithA zealot's turn undead does not simply fail. When the gods refuse her -- the enemy saved, or it was not yet low enough -- the attempt lingers on it for one combat round as an attempted turn. If, within that round, damage from a wicked slayer would bring the enemy within turn undead's own condition, the gods hear the wish after all and the enemy is finished by that blow.
Dependencies: advanced zealot + advanced no future for the wickedMelee attacks do 10% additional damage against undead.
Dependencies: undead slayerSkills do 5% additional damage against undead.
Dependencies: improved undead slayerSpells do 10% additional damage against undead.
Dependencies: extended undead slayerReduce enemy resistance by 100. Enemy's resistance itself is not reduced as such, only effect of this resistance as it is applied to zealot's attacks, skills and spells are reduced. The resistance is reduced by 100 points on average, but for very high resistance values (700+) the effect is progressively smaller and completely vanishes if enemy is totally immune zealot's attack.
Dependencies: enhanced undead slayerAfter slaying undead creature Zealot gets buff, which can stack up to eff/20 time. Undead enemies take additional 3% damage from Zealot per bonus level. Every undead slain refreshes the buff.
Dependencies: advanced undead slayerMelee attacks deal an additional 10% damage against evil.
Dependencies: advanced zealot + advanced no future for the wickedSkills deal an additional 10% damage against evil.
Dependencies: evil slayerSpells deal an additional 10% damage against evil.
Dependencies: improved evil slayerThe monk takes 10% less damage from evil.
Dependencies: extended evil slayerAfter each spell the monk strikes an evil enemy one additional time. After each skill she unleashes holy word upon it.
Dependencies: enhanced evil slayerAmong the wicked she faces, the evil undead with the lowest alignment is the zealot's absolute enemy. Against it, every bonus of undead slayer and evil slayer is doubled.
Dependencies: advanced evil slayer + divine undead slayerTurn undead frees the soul of an undead creature that is nearly spent. Turn wicked is the same finishing stroke, turned on the living: a zealot fighting the wicked puts her faith to work not only on what should have stayed dead but on anything evil. An evil enemy below 10% of its hitpoints is finished outright.
Dependencies: divine undead slayer + absolute wicked slayerTurn wicked has a 50% chance to break through the enemy's saving throw against spells: when the enemy saves, the zealot rolls for the breakthrough, and if it comes up she rolls her skill -- succeed at both and the enemy is finished regardless of its save.
Dependencies: turn wickedThe mana the zealot spends is no longer only the price of the casting; it is an offering. The gods make an exception for an offering honestly given and, when the conditions are met, lend the monk a little of their own power -- so turn wicked can no longer fail because of the enemy's resistance. It also raises the finishing threshold: the wicked are finished from 17% of their hitpoints, and below 10% the saving throw is broken through automatically.
Dependencies: improved turn wickedTurn wicked now works against the undead as well as the evil, and it breaks through the saving throw against spells every time.
Dependencies: extended turn wickedAgainst an enemy that is both evil and undead, turn wicked works from 20%.
Dependencies: enhanced turn wickedWhen an enemy is finished with turn wicked, the hitpoints it had at that moment are dealt as damage to every wicked creature in the room. Enemies that are both evil and undead take the full amount; the merely evil or merely undead take half of it. Any of them that this damage brings below its own finishing threshold -- 20% for the evil undead, 17% for the rest of the wicked -- is finished as well, and the chain runs on, up to the chain limit. A mass purification of the wicked.
Dependencies: advanced turn wickedWhat is faith? To each something else. Some use it to heal, some to grow strong; for a zealot, faith is the way to punish her enemies. But every enemy is different, so how does she make sure that each of them is put in its place? She does not plead with the gods. Her fervour against the wicked is a demand for the power to punish them all, and the gods answer -- in their own way. While true faith is enabled, half of every blow lands as it is. A quarter is converted into the damage type the enemy resists least, and a quarter into the type it resists most. Mind and acid are never chosen: monks hold no power over those domains. True faith works only while the zealot is hunting the wicked (see wickedslayer), and lasts until she calls it off.
Dependencies: divine zealotWhile she fights the wicked, the mana and movement cost of all her skills and spells is reduced. Against anything else it is increased instead.
Dependencies: true faithIf the enemy is immune to the base part of the damage, the part dealt as its lowest resistance is increased by 10%.
Dependencies: improved true faithWhen an enemy damages the zealot, a quarter of that damage is turned into the type she herself resists most. No wicked can best her.
Dependencies: extended true faithAgainst an enemy that is both evil and undead the conversion stacks and its bonuses are doubled. The zealot deals 150% of her damage: 50% as the base type, 50% as the enemy's lowest resistance and 50% as its highest. Half of the damage she takes is turned into her highest resistance, and when the enemy is immune to the base damage, 70% of it goes to its lowest resistance.
Dependencies: enhanced true faithTrue faith curses the undead, leaving them with heavily reduced regeneration.
Dependencies: advanced true faithDivine true faith strips the wicked of their avoidance: as long as it holds, they neither parry, dodge nor blink the zealot's attacks, nor turn them aside with similar avoidance skills and effects. It is a skill like any other -- when it fails, the enemy avoids as usual. And it is about avoidance on the victim's side only: it does not help against armour, against a missed attack, or against a blow that would have done no damage anyway. Why? Deus vult.
Dependencies: ultimate true faith